I don’t know where you’re getting the info from, but the idea that a XEON is engineered not to crash while an i7 might be less fault tolerant is a bit preposterous.
In first place, ECC is a joke for DCC work. ECC reduces the memory errors you -might- actually get a crash from by exactly zero.
Crashes due to memory handling are, in their absolute entirety, a software fault, and no amount of automatic error correction within the ram will change that by a iota. If a pointer to an invalid object is fetched and used, your app will crash, ECC or not.
ECC is mostly meant for you to protect yourself from, hang in there, cosmic rays. Yes, you read it right 
While the beefier cache is nice, the fact is most xeons within accessible price have laughable clocks. We’re not even talking overclocking here, any ex i7 will absolutely smoke a xeon of time and half the price at any single threaded or poorly threaded tasks, and of those, except rendering, there are many. Sadly, even in simulation, particularly so in the very archaic Maya’s toolset.
If you were to overclock, the cost would be about 80$ for an all-in-one, out of the box, hardware dummy friendly corsair liquid cooling setup. At 500$ worth of cooling you are talking overclocking as a hobby, things like Peltier cells and evaporative towers in the circuit, something you do for fun, not for results on the buck.
If given a choice between a 3.6Ghz i7 with 32GB of quality RAM, and the equivalent money in XEON + ECC RAM (two tiers from the top and 16GB if you’re lucky) I’d pick the i7 pretty much any day of the year for anything except racked/rendering purposes.
I use both, extensively, and I, meaning no offense, believe you got swept in by some serious hype.
For non threading friendly tasks it’s not even worth the discussion. With an old architecture, overpriced ram and a clock that barely matches the low power laptop solutions, the added cache is not worth it, you will be crawling your way to the finish line when a top tier i7ex will have done several laps, and practically all of modelling, rigging/animation, sculpting, most of simulation, and quite a bit even in the rendering field falls into this domain.
